1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #include "2D/BsSprite.h" |
4 | #include "Material/BsMaterial.h" |
5 | #include "Image/BsTexture.h" |
6 | #include "Mesh/BsMesh.h" |
7 | #include "Material/BsShader.h" |
8 | #include "Renderer/BsRendererUtility.h" |
9 | #include "Material/BsGpuParamsSet.h" |
10 | #include "CoreThread/BsCoreThread.h" |
11 | |
12 | namespace bs |
13 | { |
14 | SpriteMaterial::SpriteMaterial(UINT32 id, const HMaterial& material, const ShaderVariation& variation, |
15 | bool allowBatching) |
16 | :mId(id), mAllowBatching(allowBatching), mMaterialStored(false), mParamBufferIdx(-1) |
17 | { |
18 | mMaterial = material->getCore(); |
19 | |
20 | FIND_TECHNIQUE_DESC findTechniqueDesc; |
21 | findTechniqueDesc.variation = &variation; |
22 | |
23 | mTechnique = mMaterial->findTechnique(findTechniqueDesc); |
24 | mMaterialStored.store(true, std::memory_order_release); |
25 | |
26 | gCoreThread().queueCommand(std::bind(&SpriteMaterial::initialize, this)); |
27 | } |
28 | |
29 | SpriteMaterial::~SpriteMaterial() |
30 | { |
31 | gCoreThread().queueCommand(std::bind(&SpriteMaterial::destroy, mMaterial, mParams)); |
32 | } |
33 | |
34 | void SpriteMaterial::initialize() |
35 | { |
36 | // Make sure that mMaterial assignment completes on the previous thread before continuing |
37 | const bool materialStored = mMaterialStored.load(std::memory_order_acquire); |
38 | assert(materialStored == true); |
39 | |
40 | const SPtr<ct::Pass>& pass = mMaterial->getPass(0, mTechnique); |
41 | |
42 | if(pass) |
43 | pass->compile(); |
44 | |
45 | mParams = mMaterial->createParamsSet(mTechnique); |
46 | |
47 | SPtr<ct::Shader> shader = mMaterial->getShader(); |
48 | if(shader->hasTextureParam("gMainTexture" )) |
49 | { |
50 | mTextureParam = mMaterial->getParamTexture("gMainTexture" ); |
51 | mSamplerParam = mMaterial->getParamSamplerState("gMainTexSamp" ); |
52 | } |
53 | |
54 | mParamBufferIdx = mParams->getParamBlockBufferIndex("GUIParams" ); |
55 | |
56 | if(mParamBufferIdx == (UINT32)-1) |
57 | LOGERR("Sprite material shader missing \"GUIParams\" block." ); |
58 | } |
59 | |
60 | void SpriteMaterial::destroy(const SPtr<ct::Material>& material, const SPtr<ct::GpuParamsSet>& params) |
61 | { |
62 | // Do nothing, we just need to make sure the material pointer's last reference is lost while on the core thread |
63 | } |
64 | |
65 | UINT64 SpriteMaterial::getMergeHash(const SpriteMaterialInfo& info) const |
66 | { |
67 | UINT64 textureId = 0; |
68 | if (info.texture.isLoaded()) |
69 | textureId = info.texture->getInternalID(); |
70 | |
71 | size_t hash = 0; |
72 | bs_hash_combine(hash, info.groupId); |
73 | bs_hash_combine(hash, getId()); |
74 | bs_hash_combine(hash, textureId); |
75 | bs_hash_combine(hash, info.tint); |
76 | |
77 | return (UINT64)hash; |
78 | } |
79 | |
80 | void SpriteMaterial::render(const SPtr<ct::MeshBase>& mesh, const SubMesh& subMesh, const SPtr<ct::Texture>& texture, |
81 | const SPtr<ct::SamplerState>& sampler, const SPtr<ct::GpuParamBlockBuffer>& paramBuffer, |
82 | const SPtr<SpriteMaterialExtraInfo>& additionalData) const |
83 | { |
84 | SPtr<ct::Texture> spriteTexture; |
85 | if (texture != nullptr) |
86 | spriteTexture = texture; |
87 | else |
88 | spriteTexture = ct::Texture::WHITE; |
89 | |
90 | mTextureParam.set(spriteTexture); |
91 | mSamplerParam.set(sampler); |
92 | |
93 | if(mParamBufferIdx != (UINT32)-1) |
94 | mParams->setParamBlockBuffer(mParamBufferIdx, paramBuffer, true); |
95 | |
96 | mMaterial->updateParamsSet(mParams); |
97 | |
98 | ct::gRendererUtility().setPass(mMaterial, 0, mTechnique); |
99 | ct::gRendererUtility().setPassParams(mParams); |
100 | ct::gRendererUtility().draw(mesh, subMesh); |
101 | } |
102 | } |